rpanonmod ([personal profile] rpanonmod) wrote in [community profile] rpanons2012-10-09 10:34 pm

[D] Sweeping the clouds away

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Social Darwinism sex game

(Anonymous) 2012-10-11 03:06 pm (UTC)(link)
Reposted from last post, cause I kinda caught it late there. Basically just looking to see if there's any interest at this point for a plot-heavy sex game with lots of stuff to do, as well as a kink-welcoming environment. (I am kinky as balls, and would plan to have rules about that in place.)

So, the premise!

There are two cities: the above city, and the below city. The above city is clean, and bright, and reproduction is clean and entirely divorced from physical intimacy: it's done by cloning, and genetic refinement. These people are aware, of course, that scrubbing certain traits from the gene pool might remove evolutionarily viable genetic features.

Hence the below city.

There, they toss people with wild genetic codes, naturally reproduced children, and newcomers to their worlds. There is a virus down there, one that causes constant tingling pain if left unabated. How does one abate the effects? - By having sex, of course. Stimulation to sexual pleasure centers of the brain will springboard your immune system, until you catch a new version you don't have immunity towards. In this way, the above city constantly stimulates sexual reproduction in the below city, ensuring that traits for survival are perpetuated.

The below city is in chasms, and in caves, underground.

As far as gameplay goes: people would be able to app characters the ordinary way (some experiment in the above city has brought in new genetic material for gene pool diversity, they're tossed into the below city to get that going) or they would be able to app native characters (form the above city or the below city). PCs would be subjects of a particular experiment above, tracking and following a certain group of people as they move through the larger city. In that way, they'd be brought together by the experimental staff.

There would be a lot of dark stuff going on. Experiments and alterations on characters (opt-in, of course), tinkering of sexual preferences in terms of kinks and wants, a lot of crime and violence in the below city. People could work to cure the disease, escape the below city, take over the below city from the crimelords that rule there, overthrow the above city - really, whatever they want to do.

Re: Social Darwinism sex game

(Anonymous) 2012-10-14 04:43 am (UTC)(link)
I love this! But, with city of Ariel about to open, you might not have too many bites if you put this together now. Maybe wait a bit and see how that one goes when it opens. More sex games would always be welcome (at least I'd welcome them) but I'd hate to see a new one flop because everyone's already apped to a similar one.

Re: GAME IDEAS

(Anonymous) 2012-10-12 11:42 am (UTC)(link)
Game with a Neopets setting? However that would work.

end of the world pub crawl dressing room

(Anonymous) 2012-10-12 07:01 pm (UTC)(link)
http://www.giantfreakinrobot.com/scifi/worlds-poster.html

so it looks like fun and while I don't have time to man a game I might be able to swing a dressing room. Maybe.

basic premise would be: No powers, nothing special, just a bunch of characters AU'd to be nothing but everyday, worn down, lower middle income buds out on a Friday night pub crawl.




while the world ends. Thoughts?

Re: end of the world pub crawl dressing room

(Anonymous) 2012-10-12 08:05 pm (UTC)(link)
Can each event be the world ending in a different way? Or maybe a continuation post-world, some afterlife shtick, and the characters are asked to build the world again?

Re: end of the world pub crawl dressing room

(Anonymous) 2012-10-12 08:25 pm (UTC)(link)
that's really very clever, anon. I had pictured disaster piling up on top of disaster until the very end when everything - well, ended. Groundhog Day except with a new disaster each round has a lot of potential though, especially for character reactions once they figure out what's going on.

Narnia 2.0

(Anonymous) 2012-10-12 10:34 pm (UTC)(link)
Narnia fuses with the 21st century and all the characters in the game can find portals in various places that get specified each month, occasionally moved around. They can pass back and forth. So if you're walking down a street in New York and turn into an alley, you could head into Narnia for a while but then you'd have to wait for the door to open somewhere else in the real world (oh shit im suddenly in fucking JAPAN) and come back. Shenanigans ensue.

That's all I've got, it seemed like a neat idea when it hit.

H.P. Lovecraft's Dreamlands

(Anonymous) 2012-10-13 03:37 am (UTC)(link)
Setting: Lovecraft's Dreamlands (http://en.wikipedia.org/wiki/Dreamlands). It is a large world that would only have an initial part 'unlocked' and as time goes by, more of the world gets made available to players and characters.

Panfandom, OCs accepted, game transplants accepted.

Non-human characters keep their forms. Characters with powers/abilities beyond the norm lose them all, but can regain them as well as various items from home. The specifics of this process is being worked out through my head, but it'd give players and characters a thing to work for ICly and OoCly.

Jamjar plot devices:

- Arrival: Just as in Lovecraft's works themselves, people enter the Dreamlands via sleep and leave by waking up.

- The "time spent in-game not affecting canon" excuse: In Lovecraft's stories, many of the adventures in Dreamlands last a LONG time (years) but when the person wakes up they find themselves just waking up and missing no time.

- The "experiences in-game not affecting canon" excuse: In Lovecraft's stories, people often forget their adventures in Dreamland when they wake up.

Basically, Lovecraft's canon has already established all the standard plot devices necessary for a jamjar.

Due to being Lovecraft, it goes without saying that the plot of the game would incorporate a lot of horror elements. It would also incorporate adventuring (the setting is large and diverse) and world building (as 'dreamers' who become better 'dreamers' can influence the setting, like King Kuranes does in canon). There would also be light hearted aspects of the game, as it IS set in a world of dreams and they ride zebras instead of horses in canon and how can you take that seriously?

The plot would probably last roughly 2 years and would be influencable by players and characters. There would be distinct plot points and stepping stones towards the conclusion as characters discover the world, the powers-that-be, and what is going on.

It'd stray a BIT from Lovecraft's Dream Cycle canon, for various reasons--such as including stuff from his works unrelated to the Dreamlands and to give people familiar with Lovecraft's works surprises.

My only issues at the moment are refining some of the game mechanics, plot, and seeing if there is any actual interest in the concept as well as a mod or two to help.

Re: H.P. Lovecraft's Dreamlands

(Anonymous) 2012-10-17 10:39 am (UTC)(link)
I would definitely be interested.

games set in "paradise"

(Anonymous) 2012-10-14 05:52 pm (UTC)(link)
Just a general idea seeking post.

What kind of things do you like/hate to see in games with a paradise-style setting?

What I have at the moment is that it'll allow slice of life and adventure/exploration/mission-based plots. No gods, few events. Comm-based. There's a few more details, but I want to get some feedback on what kind of things people would like to see/not see and see how they can be incorporated into the game first.

Re: games set in "paradise"

(Anonymous) 2012-10-15 07:56 pm (UTC)(link)
Well, what are the specifics of the setting? Characters died and went to an ambiguously non-Judeo-Christian heaven? A dream world characters access by falling asleep? A ~mysterious rift~ of some sort leading to a strange pastoral utopia nobody seems to actually be from?
euphorics: (modwork ;)

Re: games set in "paradise"

[personal profile] euphorics 2012-10-16 11:31 am (UTC)(link)
May as well log in!

Essentially, characters are dragged to Euphoria (for the moment, the rift will change as the game goes on), after a misguided attempt to try and raise the population. It's nicknamed the "dream city" because it has virtually no unemployment, no poverty, and thrives mainly on creative industries. Even the landscape isn't a typical city, because it is full of green.

Admittedly, this has become more city based since I posted the original post... And I guess it's just a case of wanting to know what people want in this sort of idyllic city setting.

Plot Twists

(Anonymous) 2012-10-15 09:11 pm (UTC)(link)
What are anon's thoughts on big, game-changing plot twists planned from day one? 'The enemy's actually working to save everyone' kinds of twists, where the characters have to re-evaluate what they're doing and why because the framework has shifted.

I'm planning on foreshadowing pretty heavily, but obviously not everyone's going to pick up on that.

Re: Plot Twists

(Anonymous) 2012-10-16 01:58 am (UTC)(link)
Please. I would personally love this. I think you should be ready to deal with some whiners, but I would love to be in a game that does this.

Re: Plot Twists

(Anonymous) 2012-10-16 06:58 am (UTC)(link)
yesyesyesyes

Re: Plot Twists

(Anonymous) 2012-10-16 11:32 am (UTC)(link)
Goodness, yes!

Re: Plot Twists

(Anonymous) 2012-10-17 03:52 am (UTC)(link)
do it!

Re: Plot Twists

(Anonymous) 2012-10-17 11:53 pm (UTC)(link)
adding another yes

Villain-centric game

(Anonymous) 2012-10-18 07:24 pm (UTC)(link)
Every villain apped into this game has won. They killed their rival hero, they took over the world, whatever. They should be riding high now, right?

Wrong. Because they're such successful villains and successful villains are hard to find in the wider universe, they've been recruited for a galaxy takeover initiative. They travel through time and space looking for new life and new civilizations to terrorize, because if they don't, the bosses are going to help the heroes defeat them once and for all.

Oh, and killing people is just fun. That too.

It's just a bare inkling of an idea. Not sure what capacity heroes would be used in, if at all, but they can't be allowed to dominate the villains. Except as punishment when a villain fails an objective.

It would probably need a lot of scheming and wheeling and dealing, and there would be a certain type of villain that would work better than others, and...

...idk, it would probably be a disaster.

(Anonymous) 2012-10-19 08:00 pm (UTC)(link)
Oh, dude, in theory this sounds awesome. I just wish there were a way to do this without RPers being RPers. Also, qualifying villains seems a little difficult.

Re: Villain-centric game

(Anonymous) 2012-10-20 06:04 am (UTC)(link)
i would love a villain centric game but my problem with a lot of ideas (or that one that turned up a while ago) is that they tend to either try to force the characters to be evil or severely limits the type of evil

villains can be morally grey too

and some villains have different agendas - although i do like the idea of having them win. maybe if they don't have heroes per say, have them succeed in general, whatever they wanted they got - taking over that company, winning presidency, successfully robbing a bank, etc

maybe if these "bosses" have a black or white vision of what makes a villain - even if the "villains" don't agree. and possibly a way for the more independent minded ones to fight back or rebel?

Haibane Renmei game

(Anonymous) 2012-10-19 04:27 am (UTC)(link)
What about an amnesia game where the characters appear in a city and have to regain their memories, and the premise is that the city is a purgatory of sorts and the characters have to sort out their memories and be at peace with their lives before they can pass on.

Not sure if it would have the wings/halo that the dead people in Haibane Renmei have.

Prose only/Prose dominant Game?

(Anonymous) 2012-10-21 05:11 am (UTC)(link)
What would you guys thing of mostly prose style game?

Re: Prose only/Prose dominant Game?

(Anonymous) 2012-10-21 11:26 pm (UTC)(link)
premise is more important to me than prose/commentspam tbh

come up with a good premise and people will come, no matter the limitations on posting style